What they need to do is bring the game experience closer to the movies. The movies have action and adventure. So far we've had action or adventure games. I want a game with lots of adventure elements, to make it feel like a treasure hunt, lots of puzzle solving and role playing type things, all of that. And of course we need lots of action too.

I agree with most of the points already made, especially additional puzzles that would make you think more to beat the game. I would add:

- This seems kind of obvious, but after Staff of Kings it needs mentioned - I'd really like for the model of Indy to at least look a little like Harrison Ford
- Along with the environments being more open, I want the whole adventure to be big and epic, like in Emperors Tomb and Fate of Atlantis
- Give me the red line moving across the map when Indy's traveling

What they need to do is bring the game experience closer to the movies. The movies have action and adventure. So far we've had action or adventure games. I want a game with lots of adventure elements, to make it feel like a treasure hunt, lots of puzzle solving and role playing type things, all of that. And of course we need lots of action too.

This is a good way of explaining it. A healthy balance of both always makes for the best Indy games, like FoA and ET.

I would like to see more than just 1 adventure in a game. Make it almost like lego indy but the trasitions between storys are less free. Make it like 3 diffrent small adventures about the size of a movie (meaning the gameplay lasts about 2-3 hours per story. Heck they could make 4 stories total in the game. each story is different and you trastition through stories by just showing indy at the university and marcus brody and all. I also would want to be able to skip through cut scenes and be able to see the red line and indy at the university. It could be done for next gens and could have the great graphics that we all know and love from the screen tests.

I want solid action, adventure, and detective work. A mix of Last Crusade, Half-Life, 7th Guest, Myst, and probably Arkham Asylum, assuming that game turns out as good as it looks. I also want a solid story, written by professional writers, who do more than just write video games, animated cutscenes (NOT rendered through gameplay graphics, let's use the best quality possible) by animators who do more than just animate video games, solid voice-acting (including Harrison) by people who do more than voice-acting for video games, and somewhat realistic weapon use.

As you can imagine, I've pretty much never been fully satisfied by an Indiana Jones game.

It would make seem logical that Indiana Jones would make for a great Tomb Raider style game, but it just doesn't. It needs to fall somewhere in between a solid story game and more action with mild "Tomb Raiding" elements thrown in.

For example, one of the better balanced games (IMO) was TET, but that game suffered from a poor inventory system and some awkward levels here and there. SOK was an awful game with a solid narrative (as far as games go). Going back even further, the SNES game and the TOD arcade game had great Indiana Jones action.

An Indy game needs epic backdrops as found in a game like Assassin's Creed, the environments of Tomb Raider (not the door switch puzzles or shooting system) and the action of the SNES Indy game. Throw in a character driven plot (think Uncharted or Prince of Persia) and keep the Indy mannerisms and it'd probably be a hit.

A great Indy game needs to be first and foremost a solid story-based game with strong characters and a good sense of humor and intrigue. It should unfold like a movie--Uncharted is a good example of a game that did this well. Beyond that, it absolutely needs to be 1 part Tomb Raider Legend (with whip and revolver instead of grappling hook and silly dual pistols), 1 part brawler, and 1 part inventory-based adventure game (like Fate of Atlantis.)

What it does NOT need to be is a broken jumble of different minigames strung together with a poorly fleshed out plot, like Staff of Kings, or a game that is ALL brawler with no substance or puzzles like Emperor's Tomb. I don't necessarily think it needs the epic, sprawling locations of a game like Assassin's Creed (since when has an Indy movie really had these kinds of locations anyway?) I also don't think the mind-numbingly difficult platforming action of the SNES game (as good as it was for its day) is something a new Indy game should seek to emulate.

Infernal Machine was pretty good story and exploration-wise, but lacked the action of the movies (or a control scheme that was suited to action at all)--and the story kind of fell apart towards the very end, as well.

Fate of Atlantis had the kind of fantastic movie-quality story and script that would be needed for a great Indy game, not to mention great inventory puzzles, but due to the limitations of its day, didn't really have much of the action elements that a game would need to compete in today's market.

I would also love an Indy game that truly went for the whole "action set-piece" aspect of some of the scenes from the films. I mean, how great would it be if you could tackle something like the Raiders truck chase in game, having the option to solve the problem in a number of different ways, one of which could involve getting thrown out the windshield and using your whip to hang on to the bottom of the truck for dear life. Or figure out how to create a distraction and get aboard the Tank to rescue Henry Sr, but then actually have to do all of the action to get there, like riding the horse, clogging the guns, jumping aboard, fighting Vogel, etc. That kind of stuff needs to be translated into video game form. Video games as a medium are at that level where they can really tackle those kind of scenarios in game, and do them well--the idiots over at Lucasarts just need to figure out how to do it with Indy.

What you say about the action set pieces brings to mind the "Indigo Prophecy"/"Fahrenheit" game. Not the color code Simon Says stuff overlapping the screen, but the timed sections where you have to perform specific actions and how you have to move the analog sticks to accomplish that. Combine that with the choice of multiple ways to handle things, thus leading to different "endings" of that action sequence, might make things interesting.

I think having multiple ways to solve different problems or complete different scenarios in game is a MUST for a good Indy game. Even the old Last Crusade adventure game had multiple puzzle solutions, including ones which were vastly different from the way things happened in the film (bypassing the Zeppelin entirely by figuring out how to properly start up the parked biplane comes immediately to mind--not to mention being able to pick the Grail up before Elsa does to prevent the collapse of the temple and save her life.) Those were such creative and well-done elements of the game that haven't really occurred in an Indy game since. Even Fate of Atlantis didn't really do it--even with the three paths, you picked a path early in the game and then stuck with it till the end. Within each path, there weren't really any alternate puzzle solutions, especially not ones that noticeably altered the way the story played out like in the LC game.

I've decided that I really like the SoK advertising campaign. For at least one Indy game, I want to feel like I am Indy, as in calling the shots. It'll take a skilled team of writers to pull off well, though, that's for sure.

Part of my inspiration for this is from when I recently tried to get a friend to play FoA. He got to Tikal and couldn't figure out how to get the kerosene lamp. He eventually declared, "I just want to slug the guy." Hell, if you really are supposed to be Indy, why can't you? I supposed that it should be perfectly acceptable to KO Sternhardt and take the World Stone. Obviously, this messes up the story a little bit, so then at some point later in the game, such as in the desert, he can come after you with a rather unbeatable team and take back the World Stone then, correcting the story. Of course, you could decide to resist and ultimately die, but hey - it was your call.

The dialogue should mostly be chosen by the player, much in the same way it was in FoA. The fighting should play out basically like it did in ET. The vast exploration of levels should be a hybrid of SoK's great environment and more of IM's method of exploring and interacting with the environment. Also, a good inventory system needs to be developed. Pistol & whip are always present. 1-2 over the shoulder weapons. Other items need to fit in his satchel.

You know, I could probably go on and on about this subject and it'll just get more and more rambling because I'm brainstorming as I type. So, suffice to say, I want to have an open-ended Indy game that still has compelling story and characters.

This is what is needed for the perfect Indy game: the story, research, and historical accuracy of Fate of Atlantis; the levels, puzzles, exploration, and length of Infernal Machine; and the action, fighting, and weapons of Emperor's Tomb. And of course a musical score by Clint Bajakian. It would also be nice to have Hal Barwood and Doug Lee back to lend their creative talents. That would be the perfect Indy game.

IAdventurer01, that would be sooooo cool. Plus the game should be available on all next gen consoles and adapted as such. I have no idea if SoK did this but the game should be the same for each consol but also utilise the each systems capabilities. So the DS would use the touch screen for puzzles, inventory ect. The Wii would have a SoK based fighting system and be more interactive, the PS3 could have highly rendered graphics, more so than the other consoles ect. I feel this on top of the things stated by IAdventurer01 could make the game more individualised and make YOU Indy. The game must also be fairly long with lots Indy elements like chases, good, interesting villains, a mix of action, adventure and humour and Harrison as Indy (couldn't hurt). And as an extra IM as an unlockable !

I was just playing Staff of Kings and I started to recall when there was the rumor of that next-gen Indiana Jones game. I started then to think of how cool that game could've been which led me to thinking of what the perfect Indy game would be. Since I'm still in thought mode I'd like to hear your thoughts.

I want the clutter-free, cinematic, over-the shoulder presentation of Dead Space. And I want it to look that good, too. And it has to be a long game to make up for all the time we waited for the next gen game that we were promised and got SOK. And as long as we're dreaming, I want HF to do the voice-acting.

I want the clutter-free, cinematic, over-the shoulder presentation of Dead Space. And I want it to look that good, too. And it has to be a long game to make up for all the time we waited for the next gen game that we were promised and got SOK. And as long as we're dreaming, I want HF to do the voice-acting.

I'll I want in life is a re-creation of Raiders as any character. Whether on computer or some genuis outthere builds it for real.

How hard could it be to build an full size replica of the Chachapoyan Temple.

I'd like a fast paced RPG-esque Indiana Jones MMORPG in the vein of NEXON's Dragon Nest in which you can choose your own path in the world of the Indiana Jones franchise with a bit of elements from Jurrasic Park and The Mummy (the first movie) influencing the gameplay and lore of the world in which the game would be set.

In the game you could choose to utilize a Bullwhip, Sword, Bow and Arrow, Flares, Poison-Blow Darts, Mace or Javelin. You could choose to be a Rogue, Archeologist, Natives, Nomad, Thief, Templar.

I think the perfect Indy game would have to have a film quality original story, a powerful artifact that would send Indy across the globe, high adventure, and plenty of thrills. I really want an Indy game that can give Uncharted a run for its money.

The graphics are secondary to me I think they should focus on the story, the charaters, and the gameplay.